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Re: Zero-padded [map-raw] from CoMET



On Saturday 29 January 2005 07:00 am, Jens Granseuer wrote:
> > Um, seriously, I have wanted to tweak maps by hand when fooling around. 
> > Or rather, map, you know, awhile back, whenever CoMET crashed if you
> > looked at the monitor funky.
>
> But that's a thing of the past, isn't it?

To be honest, I don't know.  I'm perfectly happy to take your word for it, but 
it's been a year since I cracked open CoMET, I think.  Maybe less, but 
definitely awhile back.

I can give a more serious use case, though.  Automatic map generator.  Someone 
writes an automatic map generator, but what's showing up after the map is 
compiled isn't making any sense.  So they check the source at the source 
step, try tweaking by hand a few things, and it helps them to debug/improve 
their automatic map generator.  (And no, I don't think that having one map 
generator to rule them all works.  Consider that someone might want one to 
generate specific maps for specific time periods, or generate variations of a 
map based on previous maps, which might provide a solution to the branching 
problem in campaigns.  So, yeah, this use case doesn't disappear just because 
someone makes an automatic map generator :)  )

> > Here ya go.  How about being able to work up some cool shell scripts that
> > take bad maps and turn them into good maps?
>
> I don't know what you have in mind here. What are bad maps and what are
> good maps? And what do we need that for, anyway? Sure, you can turn any
> arbitrary binary file into a 20x20 map that is technically correct, but
> what use would that be?

Well, like, let's say I send a map to this list and you (or someone else) say 
"Dave, your map really really really sucks.  Can you do something to make it 
suck less?"  Then I could run a shell script or something that turned my 
sucky map into a cool map.  Make more sense?

Dave

> Jens

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